
The year is 1989. 12 years have passed since the Gogoh Army’s invasion of Earth. Exposure to alien technology during the war enabled Earth’s own technologies to take massive leaps forward. International conflict that was previously rife in the history of mankind fell to an all-time low, and the Earth Federation was established as a...
Modeled estimate, not a reported figure. How we estimate →
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
👍
Me encanta este juego, muy vertiginoso y fácil de pillar el manejo. Yo da igual si lo pilláis de oferta o no. Sin oferta esta a 4€ y merece la pena, pues por 1,99€ de verdad que compráis un gran titulo. Es corto, pues si. Pero muy rejugable. Distintas opciones para configurar a tu gusto y esa sensación de tranquilidad cuando encuentras la configuración que te parezca la mejor. La música , bueno, no esta mal, pero tampoco es para recordar. Quizás lo más flojo del juego. Le doy al juego un 7/10 quizás algún nivel más hubiera estado bien. Una cosa; cuidado con el jefe final de cuarta fase, es un poco...
Que surpresa foi esse game! Incrível como o gameplay muda de acordo com a configuração de armas que você escolhe antes de entrar no campo de batalha! Precisamos de mais jogos nesse estilo. Muito divertido!
Game is awesome. A bunch of loadout choices to mess with and three difficulty levels
I love it.
Armed Seven is in my opinion, one of Astro Port's best games that manages to avoid the issues present in their other titles. This game fixes almost every problem I had with Satazius, Wolflame and Zangeki Warp, and proves itself as one of the most fun shmups I've played so far, despite being very short. From the very first level, it is apparent that the devs paid more attention to the design of their game. There are no random hazards suddenly moving around or appearing from inside the terrain like Satazius and Zangeki Warp, and there are no fast projectiles hitting you out of nowhere and no one hit deaths like Wolflame. Armed Seven does not look for every unfair opportunity to punish you and artificially increase its difficulty and length. In fact, while the game is challenging enough, it is surprisingly generous towards the player and offers help in the form of weapon and shield powerups when you need them the most, but does not overdo it. It is also worth mentioning the game's proper usage of audiovisual clues to inform you of stuff that happens behind the carnage, so you can divert all of your attention on the battle. Some of the enemies' attacks have wind up animations, allowing you to get out of the way before it's too late. Or whenever your charge attack is ready, the game plays a unique sound effect in addition to a visible flash on your mech, properly letting you know when to unleash it without the need to constantly look at the bar on the bottom of the screen. There are still times when there's little time to react to a projectile, but those are easily manageable with a bit of memorization as the game is very short (about 20 minutes a run). The improvements do not end here though, as the game also has some small quality of life features as well. For example, All of the projectiles originating from bosses will immediately purge upon their annihilation, preventing you from accidentally hitting a stray projectile after a victory (an issue present in Wolflame). Or your mech's hitpoint starts to glow with a green color when enemy projectiles get near it, reminding you of where you are vulnerable while also allowing for precise movement. However, despite all of my praises, I do have some gripes with Armed Seven as well. For starters, I really don't get the point of the targeting system; something that can be considered a nitpick on my part. Your mech's weapon starts to tilt upwards and downwards while moving, and shooting the weapon locks it in its place until you let go of the button. While this allows you to hit targets without being right in front of them, I find it to be mostly useless because of the game's tendency to become a mini bullet hell at times. I personally find it way more comfortable to fire the weapon in a traditional way. The weapon system has some questionable design choices too. First, some of the weapons such as the Napalm Launcher and Pile Bunker are highly situational and mostly useful against bosses rather than crowd control, effectively making them not a good choice for higher difficulties. Second, some weapon combos don't make much sense. Armed Seven lets you pick your loadout and the better the normal weapons are, the longer it takes for your powerful charge weapon to get ready for usage. That is why I fail to understand how the hell the beam cannon charges much faster while using the spread shot in comparison to the normal shot. Spread shot is much superior to normal shot because of higher crowd control ability and should be considered more powerful! My next critique of the game is also a bit nitpick-y, but the game's visual clarity takes a nosedive when there's a lot of stuff happening on the screen and it becomes kinda hard to see some of the projectiles and react to them. The penultimate level is a good example for this, as the amount of enemies, projectiles and explosions are significantly higher than the rest of the game. Overall, I highly recommend playing Armed Seven to any shmup fan out there as long as they can deal with some of its technical shortcomings (lack of a pause button, Esc closing the game, etc.) and put in multiple runs to compensate for its short length.
If you've played a fair number of Astro Port games, you'll definitely see a number of reused assets giving their games a cohesive feel to them. Among them, Armed Seven is one of my favorites. Maybe I'm a sucker for games that let me pilot giant robot mechs. Unlike the other giant mech games of Astro Port (Giant Army, MechaBlaze), Armed Seven is a horizontal scrolling shmup. You still pilot a giant robot and get to choose some familiar weapons (assault rifle, spread shot, etc.). But unlike the more trudging previous titles, your robot flies around blasting enemies. At its core, Armed Seven is pretty straight forward. You have a couple of primary weapons and a secondary weapon tied to a charge meter. And the charge delay is tied to those weapons. Your mecha can also take a hit or two depending on your shields in which you can stack up to three. Beyond that, you dodge enemy attacks and destroy them to get to the end of level boss. No real gimmick, not a lot of resource managing. Just a lot of well-handing movement and shooting. Though, it can take a little time to get used to where your mech's hit box is. Sometimes I just want a game that's easy pick-up and play. While allowing me get through a few stages before my lack of skill and practice hits a wall. Or the whole thing if on easy. And Armed Seven does that.
The follow up to Super Charged Robot: VULKAISER that took 1970s anime super robot stuff like Mazinger Z, GRENDIZER and more and made it into a great shooter game is equally fantastic. I've had this game about a year now and just powered it up again and realized I never did a review on it. Astro Port makes some great games for Shooter/Shmup ppl like me. It reminds me a bit of games like EX-RANZA on the Mega Drive (Ranger X on Genesis) along with Assault Suit Leynoss (Mega Drive, PS4 and STEAM) and Assault Suit Leynoss 2 (SEGA Saturn) but manages to not get tangled up into too many buttons and armaments. This is a straight up assault of mecha goodness. Don't hesitate one second. BUY THIS GAME! Heck the price isn't all that expensive. No reason not too. Amazing sequel to VULKAISER.
Very solid SHMUP. Nothing groundbreaking but still engaging.
Set at a point in time between [b]Vulkaiser[/b] and [b]Gigantic Army[/b] but, to make things confusing, released on Steam after the latter and before the former, this game has a thin plot consisting of the classic hidden super bad organization that somehow manages to seize so much military hardware, they can wage war on the whole world, in an alternate 1989 where an alien invasion the previous decade, of course repelled with a big mecha, led to Earth getting very advanced tech early. There would be a more complex lore but it's tucked into the Japanese website of Astro Port. All that ultimately boils down to a flying mecha with the ability to shift the direction of its main weapon up and down when not shooting, coupled with a secondary weapon and a self-recharging special attack. After deciding the loadout, there's little to do beside shooting down everything that moves. It's pure, simple, classic shmup with zero frills, and does the assignment greatly. The special attacks are very balanced in their strengths and weaknesses - don't sleep on the pile bunker, which has short range but stops even bullets. Artist and musician SAK does the usual excellent job with mecha designs, with some of the most interesting being actually in the early levels as haphazard fusions of contemporary military vehicles and futuristic tech can be seen. The second boss revealing itself as a transforming mecha is also worth mentioning. The intro is "simple" but sets the mood, and before the final mission there is a beautiful sequence. Music is possibly even better, a soundtrack that is at the level of the best shmups of the 16 and 32 bit era. It's a very short game: an average full run lasts 15 minutes. However, just as with any good title of the genre, actually managing to reach the end at higher difficulties is another matter entirely. Besides, it's so fun and tightly paced, a perfect game for when you have half an hour free, and is priced accordingly. Just like a few other Astro Port games, there is a Switch version which would be nice to see on PC too, but leaving the original available because, while it has a remixed soundtrack, the graphics have been made more colorful for the sake of it, resulting in some questionable chromatic choices!
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